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Potential idea for simplifying / removing attribute system.

First post
Author
The Larold
This is an anagram of itself.
#1 - 2015-12-16 19:23:56 UTC
[Please like or bump this post if you feel it has reasonable merit and at least deserves CCP's consideration.]

CCP has said they are open to ideas from the community about how to potentially remove the attribute system from the game. I know they said it's a surprisingly hard problem; I believe them. I may not have taken all of said problems into consideration, because I might not have identified them.

Apologies if something like this was suggested a few years back. Also, if this is horrible, again, I apologize.

I think I've come up with an approach that at least greatly simplifies the whole attribute system. It doesn't quite remove attributes from the game, but perhaps this system could be a great stride toward that end eventually.

My goals in conceiving such a system were as follows:

- Players with a clear, long-term training goal in mind should be rewarded with a modestly increased rate of advancement
- New players, who need to cover skills in a lot of different areas, should not be heavily penalized for needing to generalize early.
- The system should be much simpler and hopefully elegant in practice than the current system.
- Learning / attribute implants should be removed while resolving all market / financial / value issues.
- Be flexible enough so that those wiser than I can "fill in the blanks" to make the system workable.

On that last point, wherever you see me write 'FITB', that means "using some method or value which I am not the best person to decide."

One final note before going into the system itself. Although this may sound complicated at first, I think it's honestly simple once understood and internalized. Please think about it awhile before dismissing it.

=== Simplifying Attributes - My Proposal ===

== One paragraph summary ==

Skills are now only tied to one attribute, not two. During the progression of one's career, they will typically have a consistent default training rate for all skills. They can select a single "favored" attribute for a finite amount of time by using (newly designed) remaps. Any skill governed / associated with their favored attribute trains 20-33% faster than the default rate. There are no more learning implants, and remaps can be bought / sold on the market. There are 5 types of remaps, each associated with the attribute they allow a character to 'favor'. Remaps now only last a finite amount of time, but the exact length can be improved, at the time of remap, by spending items that can be obtained from the market. New players get to favor more than one attribute for a finite amount of time.

== The Details ==
Remove all secondary attributes for skills. Skills will only be associated with exactly one of the 5 attributes.

OPTIONAL and FITB: Once this is done, there might be an optional opportunity to re-assign some skills to particular attributes. This is a big FITB. It always seemed to me like there are more skills that should be Willpower and Charisma-dominated. Perception and Intelligence seem to dominate a bit too heavily. Maybe I'm wrong.

Next, remove the ability to see a character's numerical attribute values or change them directly. Instead, lock all default training rates to 1,980 SP / hour. FITB: Maybe something besides 1,980?

Next, modify neural remaps so that they simply allow a player, going forward, to pick exactly one of the five attributes to "favor". There should be fives types of remaps (for reasons explained below), each one associated with a specific attribute.
So you'll have a Perception Remap, a Willpower Remap, etc. Obviously, when a remap favors a new attribute, the old attribute is now back to "normal". I.E., only one attribute at a time can be favored.

Any skill associated with the player's favored attribute trains at 2,700 SP per hour. FITB: This "favored" training rate should probably be anywhere between 20% and 33% higher than the default rate.

-- Handling implants

Remove attribute implants from the game, including injected ones, and replace them with a Remap of the same type corresponding to the attribute of the implant. (A Perception implant is replaced by a Perception Remap.)

Additionally, there will be "strength tokens" (a horrible name, please change.) When an implant is removed and replaced, its numerical modifier determines the strength tokens given to the player. A +5 implant yields a much better strength token than a +1.

Next, the effects of remaps are made to be finite. The length of time a remap lasts can be extended by spending strength tokens at the time of remap. So a +1 implant yields a token that increases the duration of a remap just a little bit. A +5 yields a really long-lasting remap.

Change remaps so they are fungible. I.E., they are physical items that can be bought, sold, and traded on the market. Ditto for these strength tokens.

-- Helping new players
Allow new players to favor N attributes, where N is some number between 2 and 5. After some period of time, N is reduced to 1 of their choice. (But this reduction does NOT require a remap. It's just a forced-choose-your-one-favored-attribute event.) After that, the favored attribute is switched via remaps as above.

Questions? Comments? Want to rip this to shreds? Feel free. I'm just trying to help solve a tough problem.
RavenPaine
RaVeN Alliance
#2 - 2015-12-16 21:18:33 UTC
Not being critical or promotional here, just some observations.

I like the 'one attribute' idea on some levels.
I don't think your system improves a lot of things. It's simple enough though. Not too complicated.
One improvement is the remap timer.
Not sure if I like the idea that everyone trains at 2700. Me personally, I like the 'risk vs reward' of implants.
Not sure if I like tokens and remaps to be marketable. It feels like pay to win in some respects. It would make any kind of timer irrelevant though.
I do however, wish that remaps had a shorter timespan.
I like the 1980 base just fine.

To be clear, I personally don't think the current system is bad or broken. It requires some forethought, and a player has to live with his actions once he makes a decision. It gives a player a base training speed, then it gives him multiple options for improving that speed. Even the secondary attribute/implant is an option to train faster.
Folks seem to overlook the fact that these implants are options for improvement, and not in any way mandatory for playing the game.
The Larold
This is an anagram of itself.
#3 - 2015-12-16 21:39:32 UTC
RavenPaine wrote:
Not being critical or promotional here, just some observations.

I like the 'one attribute' idea on some levels.
I don't think your system improves a lot of things. It's simple enough though. Not too complicated.
One improvement is the remap timer.
Not sure if I like the idea that everyone trains at 2700. Me personally, I like the 'risk vs reward' of implants.
Not sure if I like tokens and remaps to be marketable. It feels like pay to win in some respects. It would make any kind of timer irrelevant though.
I do however, wish that remaps had a shorter timespan.
I like the 1980 base just fine.

To be clear, I personally don't think the current system is bad or broken. It requires some forethought, and a player has to live with his actions once he makes a decision. It gives a player a base training speed, then it gives him multiple options for improving that speed. Even the secondary attribute/implant is an option to train faster.
Folks seem to overlook the fact that these implants are options for improvement, and not in any way mandatory for playing the game.


Thanks for providing such thoughtful feedback. To tell you the truth, I like the system right now just the way it is. But that's because I tend to enjoy complex systems over simple ones.

Honestly, and I could be wrong, I was thinking that combining pay-for-remaps with a timer effect could help spur the Eve economy. I think that if you keep the "favored" training rate only modestly higher, you offer benefit without paying for an insane advantage.

But I like all of your points, especially about multiple, optional routes for improving training speed.
ISD Max Trix
ISD Community Communications Liaisons
ISD Alliance
#4 - 2015-12-16 23:04:14 UTC
This thread has been moved to Player Features and Ideas.

ISD Max Trix

Lieutenant

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to EVE mails about forum moderation.

elitatwo
Zansha Expansion
#5 - 2015-12-17 00:20:05 UTC  |  Edited by: elitatwo
The Larold wrote:
...Honestly, and I could be wrong, I was thinking that combining pay-for-remaps with a timer effect could help spur the Eve economy. I think that if you keep the "favored" training rate only modestly higher, you offer benefit without paying for an insane advantage...


...or commonly known as "pay to win", so noeees!!!!!!!!!!!!!!!!!!!!!!1111111111eleven

While this must be almost painful for newbies we used to train at 1500 and less skillpoints an hour. You can train with 2350 points an hour for the cost of 20m isk and one even remap.

Why should anyone train at higher rates in the beginning?

A rank 1 skill takes a few minutes to train and nobody says you have to have them all at the magic level 5 on day one. There were no remaps when I started, they are a gift for no so new members.

EVE is something you may want to invest a lot of time in, why skip to the end so soon?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Nevyn Auscent
Broke Sauce
#6 - 2015-12-17 04:34:38 UTC
This is just the same system we have currently, but even more gameable.
Attributes need flat out removal, training should be the same speed no matter what (Newbie cerebral boosters allowed, but no others). Anything else becomes P2W or Gameable.
Hopelesshobo
Hoboland
#7 - 2015-12-17 04:45:19 UTC
100% against buying remaps. The only thing I would like to see done with remaps is where you generate 1 bonus remap every 365 days and retain the cap at having 2. My justification is that no skill plan realistically lasts 365 days on the nose, and much like the old 24 hour jump clone timer, just because it's available every 12 months (or 24 hours), doesn't mean you realistically get to use it every year (Or day).

Past that, if the attributes were to be removed from implants, then anything that adjusts attributes would have to be based off of time since there would be no risk of losing them otherwise when you get podded. With that said, I am fine with implants adjusting attributes.

Now simply removing the secondary attributes from all the skills would simplify the attribute selection greatly, but it would have to be implemented in a way where there is a balance to the skillpoints so that 50% of all the skillpoints in the game are not intelligence. But I don't really care either way if they would simplify this.

Lowering the average to make you look better since 2012.

The Larold
This is an anagram of itself.
#8 - 2015-12-17 18:08:04 UTC
Let me ask y'all something.

Does this system have reasonable merit if we remove the pay-for-remaps aspect? You could still incorporate the concept of converting +1s to a short-lasting remap and +5s to a long-lasting remap, or something along those lines.
FT Diomedes
The Graduates
#9 - 2015-12-17 18:27:57 UTC  |  Edited by: FT Diomedes
Just get rid of attributes, attribute implants, cerebral boosters, remaps, etc. streamline the system. Everyone trains at the same rate, be that rate 2000 sp/hour, 2500 SP/hour, 3000 sp/hour, etc.

Fix the implant market by adding more implant sets that benefit ships in space. Players in who want the advantage in combat can risk the implants. If necessary to avoid power creep, make some appropriate "adjustments" across the board to make implant sets or hardwirings more desirable.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Gareth Mythros
Cyberstar Enterprises
#10 - 2015-12-17 19:10:30 UTC
FT Diomedes wrote:
Just get rid of attributes, attribute implants, cerebral boosters, female, etc. streamline the system. Everyone trains at the same rate, be that rate 2000 sp/hour, 2500 SP/hour, 3000 sp/hour, etc.

Fix the implant market by adding more implant sets that benefit ships in space. Players in who want the advantage in combat can risk the implants. If necessary to avoid power creep, make some appropriate "adjustments" across the board to make implant sets or hardwirings more desirable.


+1 for this.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#11 - 2015-12-17 21:32:27 UTC
Attributes in a tight connection with remaps. Having skills tied up with attributes need to think of how to balance skill ranking system right after you've remove the attributes and remap system as well cause you shouldn't bother with that connection anymore.

So now it would be stright forward -> skill rank*learning speed rate (sp/hr).

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

admiral kerk
StarFleet Federation of Players
#12 - 2016-02-09 19:27:01 UTC
Why not give the players a remap of their skills once a year?
Kuetlzelcoatl
#13 - 2016-02-09 20:28:31 UTC
Maybe attributes could affect the skills you have instead of the SPs you get.
Celestius al'Rhaytian
Shadow Consortium Holding's
Invictus Mortalitas
#14 - 2016-02-10 05:26:40 UTC
Why don't you just remove attributes all together, and Like Dust 514, simply allow the players account to acrue SP over time at a certain rate (which rate can be increased by activating an effect with a plex). These SP are account wide and can be spent on any characters skills. Say, 10,000 a day (or whatever).

There is 0 need for anything complex with this, you just simply nuke the training que and attributes alltogether, and streamline the skill process. You click a skil and hit "Add Skillpoints". It deducts from your accounts total.

SS, it is your "Account" that gains these over time, not a character. And it will always gain them, reguardless of activity/Sub. (Like Dust 514).

As stated above, CCP already does this with Dust.
Nevyn Auscent
Broke Sauce
#15 - 2016-02-10 10:48:19 UTC
Dust SP are not account wide, they are tied to the character that has passive training active.
And also the Dust system allows blatant training into the current FOTM, and is based around grinding SP in game, which EVE is very specifically not about.

However yes we could just delete attributes and implement a steady training rate, and let the implant market sort itself out. CCP have said they are holding off because of the implant market and mission runners, but I'm happy for them to just delete attribute implants, refund appropriately when they are in peoples possession and just let the market sort itself out afterwards.